提交 fc86899e 编写于 作者: M Mr.doob

Added Percent Closer Soft-Shadows example. See #8933

上级 1b30cda4
......@@ -279,7 +279,8 @@ var files = {
"webgl_custom_attributes_points2",
"webgl_custom_attributes_points3",
"webgl_materials_modified",
"webgl_raymarching_reflect"
"webgl_raymarching_reflect",
"webgl_shadowmap_pcss"
],
"webgl deferred": [
"webgldeferred_animation"
......
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - percent closer soft-shadows</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #000;
color: #000;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
padding: 10px;
width: 100%;
text-align: center;
}
a {
text-decoration: underline;
cursor: pointer;
}
</style>
</head>
<body>
<div id="info">Percent Closer Soft-Shadows (PCSS) by <a href="http://eduperiment.com">spidersharma03</a></div>
<script src="../build/three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/libs/stats.min.js"></script>
<script type="x-shader/x-fragment" id="PCSS">
#define LIGHT_WORLD_SIZE 0.005
#define LIGHT_FRUSTUM_WIDTH 3.75
#define LIGHT_SIZE_UV (LIGHT_WORLD_SIZE / LIGHT_FRUSTUM_WIDTH)
#define NEAR_PLANE 9.5
#define NUM_SAMPLES 17
#define NUM_RINGS 11
#define BLOCKER_SEARCH_NUM_SAMPLES NUM_SAMPLES
#define PCF_NUM_SAMPLES NUM_SAMPLES
vec2 poissonDisk[NUM_SAMPLES];
void initPoissonSamples( const in vec2 randomSeed ) {
float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );
float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );
// jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/
float angle = rand( randomSeed ) * PI2;
float radius = INV_NUM_SAMPLES;
float radiusStep = radius;
for( int i = 0; i < NUM_SAMPLES; i ++ ) {
poissonDisk[i] = vec2( cos( angle ), sin( angle ) ) * pow( radius, 0.75 );
radius += radiusStep;
angle += ANGLE_STEP;
}
}
float penumbraSize( const in float zReceiver, const in float zBlocker ) { // Parallel plane estimation
return (zReceiver - zBlocker) / zBlocker;
}
float findBlocker( sampler2D shadowMap, const in vec2 uv, const in float zReceiver ) {
// This uses similar triangles to compute what
// area of the shadow map we should search
float searchRadius = LIGHT_SIZE_UV * ( zReceiver - NEAR_PLANE ) / zReceiver;
float blockerDepthSum = 0.0;
int numBlockers = 0;
for( int i = 0; i < BLOCKER_SEARCH_NUM_SAMPLES; i++ ) {
float shadowMapDepth = unpackRGBAToDepth(texture2D(shadowMap, uv + poissonDisk[i] * searchRadius));
if ( shadowMapDepth < zReceiver ) {
blockerDepthSum += shadowMapDepth;
numBlockers ++;
}
}
if( numBlockers == 0 ) return -1.0;
return blockerDepthSum / float( numBlockers );
}
float PCF_Filter(sampler2D shadowMap, vec2 uv, float zReceiver, float filterRadius ) {
float sum = 0.0;
for( int i = 0; i < PCF_NUM_SAMPLES; i ++ ) {
float depth = unpackRGBAToDepth( texture2D( shadowMap, uv + poissonDisk[ i ] * filterRadius ) );
if( zReceiver <= depth ) sum += 1.0;
}
for( int i = 0; i < PCF_NUM_SAMPLES; i ++ ) {
float depth = unpackRGBAToDepth( texture2D( shadowMap, uv + -poissonDisk[ i ].yx * filterRadius ) );
if( zReceiver <= depth ) sum += 1.0;
}
return sum / ( 2.0 * float( PCF_NUM_SAMPLES ) );
}
float PCSS ( sampler2D shadowMap, vec4 coords ) {
vec2 uv = coords.xy;
float zReceiver = coords.z; // Assumed to be eye-space z in this code
initPoissonSamples( uv );
// STEP 1: blocker search
float avgBlockerDepth = findBlocker( shadowMap, uv, zReceiver );
//There are no occluders so early out (this saves filtering)
if( avgBlockerDepth == -1.0 ) return 1.0;
// STEP 2: penumbra size
float penumbraRatio = penumbraSize( zReceiver, avgBlockerDepth );
float filterRadius = penumbraRatio * LIGHT_SIZE_UV * NEAR_PLANE / zReceiver;
// STEP 3: filtering
//return avgBlockerDepth;
return PCF_Filter( shadowMap, uv, zReceiver, filterRadius );
}
</script>
<script type="x-shader/x-fragment" id="PCSSGetShadow">
return PCSS( shadowMap, shadowCoord );
</script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer;
var group;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
// scene
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0xcce0ff, 5, 100 );
// camera
camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.y = 5;
camera.position.z = 15;
scene.add( camera );
// lights
scene.add( new THREE.AmbientLight( 0x666666 ) );
var light = new THREE.DirectionalLight( 0xdfebff, 1.75 );
light.position.set( 2, 8, 4 );
light.castShadow = true;
light.shadow.mapSize.width = 1024;
light.shadow.mapSize.height = 1024;
light.shadow.camera.far = 20;
scene.add( light );
// scene.add( new THREE.DirectionalLightHelper( light ) );
scene.add( new THREE.CameraHelper( light.shadow.camera ) );
// group
group = new THREE.Group();
scene.add( group );
var geometry = new THREE.SphereGeometry( 0.3, 20, 20 );
for ( var i = 0; i < 20; i ++ ) {
var material = new THREE.MeshPhongMaterial( { color: Math.random() * 0xffffff } );
var sphere = new THREE.Mesh( geometry, material );
sphere.position.x = Math.random() * 6 - 3;
sphere.position.z = Math.random() * 6 - 3;
sphere.castShadow = true;
sphere.receiveShadow = true;
sphere.userData.phase = Math.random() * Math.PI;
group.add( sphere );
}
// ground
var groundMaterial = new THREE.MeshPhongMaterial( { color: 0x404040, specular: 0x111111 } );
var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 20000, 20000 ), groundMaterial );
mesh.rotation.x = - Math.PI / 2;
mesh.receiveShadow = true;
scene.add( mesh );
// overwrite shadowmap code
var shader = THREE.ShaderChunk.shadowmap_pars_fragment;
shader = shader.replace(
'#ifdef USE_SHADOWMAP',
'#ifdef USE_SHADOWMAP' +
document.getElementById( 'PCSS' ).textContent
);
shader = shader.replace(
'#if defined( SHADOWMAP_TYPE_PCF )',
document.getElementById( 'PCSSGetShadow' ).textContent +
'#if defined( SHADOWMAP_TYPE_PCF )'
);
THREE.ShaderChunk.shadowmap_pars_fragment = shader;
// renderer
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( scene.fog.color );
container.appendChild( renderer.domElement );
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.shadowMap.enabled = true;
// controls
var controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.maxPolarAngle = Math.PI * 0.5;
controls.minDistance = 10;
controls.maxDistance = 75;
controls.target.set( 0, 2.5, 0 );
controls.update();
// performance monitor
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize, false );
}
//
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
var time = performance.now() / 1000;
group.traverse( function ( child ) {
if ( 'phase' in child.userData ) {
child.position.y = Math.abs( Math.sin( time + child.userData.phase ) ) * 4 + 0.3;
}
} );
renderer.render( scene, camera );
stats.update();
requestAnimationFrame( animate );
}
</script>
</body>
</html>
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